First Game: "Ronnie the Roadie" (Proof of Concept)

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Post » Sat Apr 05, 2014 10:52 am

Message: taokodr can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
Hello, everyone!

I wanted to get some opinions of my first attempt at a game with Construct 2. It's a proof-of-concept that I wanted to make as a starter template for a couple of game ideas I want to put together in the future. I'd love to know what browser you used and what you thought of the basic playability.

In the future, I plan to have *REAL* graphics for the games I build off of this idea (Did anybody notice that the bouncers are a Webding?). They'd also have sound effects, multiple levels, and end celebrations that included music.

Thanks in advance to anybody who's willing to check this out. :)

http://www.scirra.com/arcade/example/14693/ronnie-the-roadie
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Post » Sat Apr 05, 2014 6:00 pm

The idea is original, good luck with this game :)
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Post » Sat Apr 05, 2014 9:52 pm

katzin wrote:The idea is original, good luck with this game :)


Thank you, and thanks so much for taking a look!
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Post » Sun Apr 06, 2014 1:00 am

Would make for a great Spy vs Spy type game!
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Post » Sun Apr 06, 2014 3:14 am

Silverforce wrote:Would make for a great Spy vs Spy type game!


Wow. You just took me back a few decades. I remember playing Spy vs Spy on the Commodore 64 many years ago.

Ugh, when did I become so old?
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Post » Sun Apr 06, 2014 10:07 am

We're not old mate, we're fossils... I'm not exactly sure why but that sounded comforting in my head...
Anyway, for a template and a first try your game looks pretty good, and since it's a simply style/concept it's pretty easy to expand. You could have the player go to another part of the level if he leaves the screen, you could have sub-levels behind some of those doors that tie in to the main level, maybe add some elevators that transport you around more easily then the stairs but they olso attract the guards when you use them, etc.
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Post » Sun Apr 06, 2014 12:59 pm

VIKINGS wrote:We're not old mate, we're fossils... I'm not exactly sure why but that sounded comforting in my head...
Anyway, for a template and a first try your game looks pretty good, and since it's a simply style/concept it's pretty easy to expand. You could have the player go to another part of the level if he leaves the screen, you could have sub-levels behind some of those doors that tie in to the main level, maybe add some elevators that transport you around more easily then the stairs but they olso attract the guards when you use them, etc.


LOL. Fossils, eh? Well, we can salvage some more comfort and recall that fossils can contain some interesting information. ;)

I have several ideas for where to go with the game's core mechanic. One of my future mini projects is to figure out how to get the doors to randomly house one of the items when the level loads so you're guaranteed to play a different version of the game (given permutation limits, of course). The elevator idea never occurred to me, but I think one of my game ideas could use that. Nice!

Thanks for the review and the suggestions!
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Post » Sun Apr 06, 2014 4:03 pm

I've never played Spy vs Spy but it reminds me of Mappy for NES. http://en.wikipedia.org/wiki/Mappy
My first game, Swingy Angie, available now on
Google Play and Opera Store

Let us honor the desire to work, for it is a movable holiday occuring up to three times a year.
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Post » Mon Apr 07, 2014 8:23 am

Message: taokodr can only post plain text URLS until they have 500 rep. 1 URLS modified. Why?
PeterPlatter wrote:I've never played Spy vs Spy but it reminds me of Mappy for NES. http://en.wikipedia.org/wiki/Mappy


Ha! I can see why! :)

This idea was heavily influenced by a few games from the 80s. There was one that I've been trying to remember the name of where you were building the components to a machine that would spit beach balls at a monster that was chasing your girlfriend. If you didn't get him in time, he ate her. (Yeesh!)
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Post » Mon Apr 07, 2014 10:44 am

taokodr wrote:One of my future mini projects is to figure out how to get the doors to randomly house one of the items when the level loads so you're guaranteed to play a different version of the game (given permutation limits, of course).


While I'm sure my idea is way far from being the best and most optimal one, but the way I'd do it would be to assign each object a global variable in the first layout(usually the menu screen. ObjectBottle=var 1, ObjectPowerup3=2....ObjectHorse=100. Then in the actual game I'd have an event, whenever the player opens a door pick a random variable between 1 and 100 and spawn the object that corresponds to that variable.
But like I said I'm a newb, I'm sure more experienced users can give you better and more complex solutions, probably using arrays and dictionaries(things which I totaly don't understand at the moment).
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